﻿#if UNITY_EDITOR
using UnityEditor;
/// <summary>
/// 编辑器菜单_SpriteAtlas菜单
/// </summary>
public partial class ESF_MenuItem_SpriteAtlas : AbsESF_EditorMenuItem
{
    #region 常量
    /// <summary>
    /// 菜单名称
    /// </summary>
    const string mcDevMenuName = "SpriteAtlas/";
    /// <summary>
    /// 菜单
    /// </summary>
    const string mcDevMenuRoot = cDevMenuRootPath + mcDevMenuName;
    /// <summary>
    /// Asset菜单
    /// </summary>
    const string mcDevAssetMenu = cDevMenuAssetPath + mcDevMenuName;
    /// <summary>
    /// Hierarchy菜单
    /// </summary>
    const string mcDevHierarchy = cDevMenuHierarchyPath + mcDevMenuName;
    /// <summary>
    /// 菜单优先级
    /// </summary>
    const int mcPriority = 100 * ESF_MenuPriorityConst.SpriteAtlas;
    #endregion

    #region Set SpriteAtlas
    const string mcSetSpriteAtlas = "SpriteAtlas Setting";
    /// <summary>
    /// 设置SpriteAtlas
    /// </summary>
    [MenuItem(mcDevMenuRoot + mcSetSpriteAtlas, false, mcPriority)]
    [MenuItem(mcDevAssetMenu + mcSetSpriteAtlas, false, mcPriority)]
    [MenuItem(mcDevHierarchy + mcSetSpriteAtlas, false, mcPriority)]
    [ESF_ProjectSettingMenuItem(mcDevMenuRoot + mcSetSpriteAtlas, "设置SpriteAtlas")]
    static void ESF_MenuItem_SetSpriteAtlas()
    {
        EditorWindowSpriteAtlas window = EditorWindow.GetWindow<EditorWindowSpriteAtlas>();
        window.Show();
    }
    #endregion
}
#endif


